Group: Forum Members
Last Active: Last Month
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Hey! I am trying to export character from Actorcore, both iclone and cc4 have the same issue. I export multiple Characters and Animations. When importing to unreal I select proper skeletal reference but when I compare bones, some are greyed out. "This bone is used by the current mesh, but has no vertices weighted against it", causing improper transfer of animation. I have tried exporting mesh and motion separately option, also exporting with animation already. Seems like its mostly the toes Anyone have any ideas as to whats going on? Thank you, im pulling my hair out!! 76% of original size (was 661x19) - Click to enlarge
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Group: Forum Members
Last Active: Last Month
Posts: 12,
Visits: 263
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Sorry posted late night, not sure if anyone saw, just kindly bumping :)
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Group: Forum Members
Last Active: Last Month
Posts: 12,
Visits: 263
|
I just had a thought! Since the character packs from actor core or low poly, some characters may not have enough polygons to share toes for example, so based on postiion of polygons, some bones are getting weighted and others arnt! Now i am wondering if anybody knows if its just as easy as just deleting the toe bones? Or any way to add weight?
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Group: Forum Members
Last Active: Last Month
Posts: 12,
Visits: 263
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I created a comparison on different ways of exporting from CC4 to compare the end bones being imported. Seems very inconsistent, especially comparing to CC4 Kevin 76% of original size (was 661x19) - Click to enlarge
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